microsoft / microsoft/DirectX-Graphics-Samples

Unexpected offsets when using exported Blender models

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miniengine
Dominant language
C++
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Description

I think I found a bug with the animation system in MiniEngine from the DirectX-Graphics-Samples repo. When translating skeletal models, the mesh gets an offset in the direction its being translated in.
What's strange is this only happens with models exported from Blender. Skeletal models from the gltf-Sample-Models GitHub don't have this problem (except when the same model is exported from Blender). Could anyone perhaps provide some insight on what's going on? I've been researching this and debugging it for awhile and can't figure out what's wrong.

https://github.com/user-attachments/assets/61256e12-9b83-410f-92d6-298f541e0a3a

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the offset in MiniEngine with the attached Blender-exported skeletal model, then compare it with the gltf-Sample-Models version that does not fail. Read the MiniEngine animation and model-import entry points to trace skeletal translation and identify where the exported data diverges. Done means the Blender-exported model translates without an unintended mesh offset and the existing sample behavior remains intact.

Written by the indexing model from the issue text.

Assessment

Tech stack
blender, cpp
Domain
computer-graphics
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

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